Commit Graph

4915 Commits

Author SHA1 Message Date
Loïc Blot
13e995b811 Modernize src/c* src/d* and src/e* files (#6263)
* Modernize src/c* src/d* and src/e* files

* default operator
* redundant init
* delete default constructors on CraftDefinition childs (never used)
* fix some missing init values
* const ref fix reported by clang-tidy
* ranged-based for loops
* simple conditions & returns
* empty stl function instead of size
* emplace_back stl function instead of push_back + construct temp obj
* auto for some iterators
* code style fixes
* c++ stl headers instead of C stl headers (stdio.h -> cstdio)
2017-08-17 23:02:50 +02:00
Loïc Blot
921151d97a C++ modernize: Pragma once (#6264)
* Migrate cpp headers to pragma once
2017-08-17 22:19:39 +02:00
Loïc Blot
c738d1eeab clientobject, clouds, collision, clientsimpleobject: code modernization (#6260)
* clientobject, clouds, collision, clientsimpleobject: code modernization

* use range-based for loops
* simplify some tests
* various code style fixes
* use emplace_back instead of push_back when necessary
* use auto on some iterators
* use default operator when needed
* unroll v3s16 creation on collisionMoveSimple
2017-08-17 20:23:54 +02:00
Loïc Blot
9bd18874a1 Reduce dedicated server step to 0.09 (#6252)
Minetest performance improvement has been huge since months, server step reduction will permit to handle client events a little bit faster without too many penalty costs due to core engine
2017-08-17 19:16:02 +02:00
Loic Blot
8432efa308
Typo fix in compat code from commit 1d8d01074fdb52946f81110bebf1d001185b394b 2017-08-17 19:15:12 +02:00
Loic Blot
b204bc4da9
clientmap, clientmedia: code modernization
* use range-based for loops
* simplify some tests
* various code style fixes
* remove debugprint in ClientMap::getBackgroundBrightness, debug code was not intended to be there
* remove unused fields in MapDrawControl
* use emplace_back instead of push_back when necessary
2017-08-17 08:26:52 +02:00
Loic Blot
3e80bf933f
l_server, clientenvironment, clientiface: code modernization
* use range-based for loops
* use refs on some exceptions & one setter
2017-08-17 08:11:39 +02:00
Vitaliy
9c8fec83af New lighting curve (#5279)
* New lighting curve

* Make polynomial lighting curve

* Update default lighting settings
2017-08-17 00:23:20 +02:00
Loïc Blot
1d8d01074f ClientInterface: add a function to verify (correctly) if user limit was reached (#6258)
* ClientInterface: add a function to verify (correctly) if user limit was reached

CS_HelloSent is a better indicator of active slots than CS_Created, which are session objects created after init packet reception

Switch existing checks to ClientInterface::isUserLimitReached()

Use range-based for loop for getClientIds() used function too

This will fix #6254 (not the memory overhead if init is flooded)
2017-08-16 23:48:29 +02:00
Loïc Blot
85511a642f Cleanup various headers to reduce compilation times (#6255)
* Cleanup various headers to reduce compilation times
2017-08-16 22:11:45 +02:00
Loic Blot
816bca32ac
client.cpp: modernize code
* Range based for loops
* Empty operator on stl containers
2017-08-16 08:53:52 +02:00
Loic Blot
90dfafcda2
cavegen.cpp, chat.cpp: modernize code 2017-08-16 08:26:04 +02:00
Loïc Blot
9dd0f952e0 Modernize client code (#6250)
* Various code style fixes
* Use range based for loops
* Use empty instead of empty objects
* Use C++11 default keyword for trivial constructors and destructors
* Drop some useless casts
* Use emplace_back instead of push_back to improve performance of some vectors push
2017-08-15 20:30:30 +02:00
Loic Blot
64c7a689ad
bab.cpp: code modernization
* Use for range based loops
* Simplify some tests
* Code style fixes
2017-08-15 09:39:58 +02:00
Loic Blot
342e9336ae
server.cpp: code modernization
* Use more for range based loops
* Simplify some tests
* Code style fixes
* connection.h: better PeerChange constructor instead of creating uninitalized object and then affect variables
2017-08-15 09:30:31 +02:00
Loic Blot
618e0dd417
Lint fix on localplayer.h 2017-08-15 09:15:04 +02:00
Hybrid Dog
4493d47a51 L-system: Fix leaves cutting through stems 2017-08-14 12:38:21 +01:00
Loic Blot
3eb9ff555f
Player::getSpeed/setSpeed use const refs 2017-08-14 10:56:06 +02:00
Loic Blot
ab9f3b92f2
Player class: disable copy 2017-08-14 10:52:59 +02:00
Loic Blot
182bd6ab45
Various server.cpp cleanups
* Modernize many for loops
* Use constness on many loops
* use empty function on many strings tests
* various code style fixes
2017-08-14 01:06:12 +02:00
Loic Blot
5d06ecb366
Server::AsyncRunStep + Server::sendAddNode: modernize code
* Use various modern for loops
* Make some loop iterator constants, whereas there weren't
* Use empty on some size() > 0 tests
* Various little codestyle fixes
* Fix an hidden scope variable in Server::SendBlockNoLock
2017-08-14 00:44:45 +02:00
Loic Blot
725a0f56db
LocalPlayer::accelerateHorizontal: cleanups
* Properly use v3f default constructor
* v3f d_wanted = target_speed - m_speed; and d_wanted = target_speed * 0.1f - m_speed * 0.1f; can be factorized to d_wanted = (target_speed - m_speed) * 0.1f; => d_wanted *= 0.1f;
2017-08-13 23:08:17 +02:00
Loic Blot
d65d6160d8
Cleanup LocalPlayer::applyControl
* Use Environment interface instead of ClientEnvironemnt
* Don't create slippery variable and then re-affect it
* itemgroup_get return a int, properly test != 0 to be clearer
2017-08-13 23:02:32 +02:00
Wuzzy
2ea26e655d Add slippery group for nodes (players/items slide) 2017-08-13 21:39:08 +01:00
SmallJoker
4381fe0a0a Trigger on_rightclick regardless on the formspec meta field
Document behaviour for older clients.
2017-08-13 21:37:30 +01:00
TeTpaAka
028c9f899f Change “Use” key name to “Special” 2017-08-13 21:35:42 +01:00
Fixer
e44f13aecb Full viewing range key message clarified
To make it sound less confusing to players
2017-08-12 19:37:53 +01:00
Ben Deutsch
9ef9c72e5a Remove cloud_height setting
With the cloud API, the cloud_height setting has become obsolete
and replaceable by a mod. It, and supporting code, can be
removed.
2017-08-12 19:37:53 +01:00
paramat
3aab517775 Mgv5: Make spawn position search more reliable 2017-08-12 19:37:53 +01:00
Loic Blot
bb1c711586
ServerEnvironment::step: modernize loops
Use various ranged-based for loops in ServerEnvironment::step
Also set ServerObject::getBasePosition const to be compliant
ServerEnvironment::deleteParticleSpawner: use a const iterator
2017-08-11 09:57:27 +02:00
paramat
a4048e4e2e Mgv7: Raise spawn point by 1 node for no mountain case 2017-08-09 11:06:33 +01:00
paramat
3d0e8a691f Step height: Add as a player object property
Add settable player step height using the existing object property.
Breaks compatibility with old clients, add to protocol version 35.
2017-08-09 11:06:22 +01:00
Wuzzy
f3394095a1 Key change menu: Expose more keys 2017-08-09 11:00:24 +01:00
Juozas
837328fbac Fix error not printed to console when no name is provided
When minetest is launched, if there was no nameprovided in
configuration or parameters, the game would not show any error in
console. if the --go parameter was also prowided, the game would
exit without an error. This is undesired behavior, so this merged
commit add the missing function that displays the missing error
message in console.
2017-08-09 02:04:06 +01:00
SmallJoker
154b61ac5e Singleplayer: Pause game in the key change dialog
Fixes #6201. @t0ny2 pointed to the right place. Thanks!
2017-08-07 15:29:46 +02:00
JRottm
8325d7f482 Start off newly generated worlds early at sunrise, 5:15am (#6211)
Gives starting singleplayer games this subtle "dawn of a new world" feel.
I would have set it even earlier (up to 4:45am), but I was worried that in
some pre-existing games the player could be overwhelmed by hostile
mobs right at the start, seriously changing gameplay.

It's just the default, individual games should be able to override it, and
for public servers it's irrelevant anyway, because only the first player to
set foot in the world will notice, and that's usually the server admin.
2017-08-05 21:08:21 +02:00
Jens Rottmann
248a1a8d65 Add tiny Y offset in collisionMoveSimple() to tweak performance
Another small general problem: the player is always standing exactly on the
bondary between 2 nodes e.g. Y=1.5 is exactly between nodes Y=1 and Y=2.
floatToInt() and myround() will round +/-n.5 always 'outwards' to +/-(n+1),
which means they behave differently depending on where you are: they round
upwards above sea level and downwards when underground. This inconsistency
comes from the way the coordinates are calculated, independent of the
specific C++ code.

The result is a tiny bit of lost performance when moving underground,
because 1 node level more than necessary is checked for collisions. This can
be amended by adding a tiny offset to minpos_f.Y, like @paramat suggested.
This is not an elegant solution, but still better than wasting CPU.
2017-08-05 12:38:11 +02:00
Jens Rottmann
0c893ea123 Fix player coordinate rounding in collisionMoveSimple() (#6197)
To determine the area (nodes) where a player movement took place
collisionMoveSimple() first took the old/new player coordinates and rounded
them to integers, then added the player character's collision box and
implicitely rounded the result. This has 2 problems:

Rounding the position and the box seperately, then adding the resulting
integers means you get twice the rounding error. And implicit rounding
always rounds towards 0.0, unlike floatToInt(), which rounds towards the
closest integer.

Previous (simplified) behavior: round(pos)+(int)box, for example player at
Y=0.9, body is 1.75m high: round(0.9)+(int)1.75 = 1+1 = 2.
==> A character's height of 1.75m always got rounded down to 1m, its width
of +/-0.3 even became 0.

Fixed by adding the floats first, then rounding properly: round(pos+box) =
round(0.9+1.75) = round(2.65) = 3.
2017-08-05 12:38:11 +02:00
Thomas--S
e63df5ce80 Sort box corners correctly 2017-08-04 21:57:50 +02:00
Juozas Pocius
80ded73f68 Fix crash when using --go in command line 2017-08-03 14:03:15 +02:00
paramat
b20d01a3f1 Dungeons: Use biome 'node_stone' if normal stone types not detected
Construct dungeons from the node defined as biome 'node_stone' if
'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not
detected.
Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
2017-07-30 18:40:55 +01:00
paramat
238d752fa3 GenericCAO: Fix dark model below y = 0
Move point at which light is sampled up to 0.5 nodes above foot level,
to avoid that point sometimes passing into the node below causing the
model to go dark.
2017-07-30 18:40:45 +01:00
Lars Hofhansl
d1a130488e Darkness detection: Reduce chance of false positives darkening the skybox
The getBackgroundBrightness() function detects darkness in the view direction
to decide when to make the skybox dark. The volume checked was too narrow and
missed the left and right edges of the view, too easily causing a dark skybox.

Widen the checked volume to match a FOV of 72 degrees and a 16:9 aspect ratio
game window.
2017-07-30 18:28:16 +01:00
Wuzzy
640ba77276 Make direct item selection keys freely bindable 2017-07-30 18:24:45 +01:00
TeTpaAka
d504831ee2 Move the nametag back to the top of the player (#6179)
read the actual height of the collisionbox
2017-07-29 19:24:10 +02:00
SmallJoker
765fd9a0bc Noise: Prevent unittest crash caused by division by zero 2017-07-29 19:01:14 +02:00
Loïc Blot
e9d7005799 Revert "Noise::perlinMap2D,3D: replace a loop init with a single memset call"
This reverts commit bc1654feedc90caa8c26328ca6f0fc59fbe5b76c.
2017-07-27 17:12:18 +02:00
Loïc Blot
2015aaba96 Fix a warning introduced by 4eb59aeeb2f2b535f4eb2a1608189bb03098454e 2017-07-27 16:55:32 +02:00
Loïc Blot
550c0404a8 Add LuaEntity on_death callback (#6177)
Add LuaEntity on_death callback

This fixes #5474
2017-07-27 11:32:35 +02:00
Loic Blot
ba959ce27f Rename previous_was_found to previous_exists 2017-07-27 07:56:48 +02:00
Loic Blot
4eb59aeeb2 MapBlock::actuallyUpdateDayNightDiff(): little performance optimization
don't check isLightDayNightEq if checked on previous node
2017-07-27 07:56:48 +02:00
Loic Blot
c27504a322 compressZlib: don't use a SharedBuffer but a raw u8 * pointer
Remove usage of the SharedBuffer in zlib compression which has two problems:
* We copied the whole memory block to compress it (not good with mapblocks)
* We copied sometimes strings to SharedBuffer to SharedBuffer (2nd time)

Use this method in MapNode::serializeBulk + optimize serialization but merging 3 identical loops in a single loop
2017-07-27 07:56:48 +02:00
Loic Blot
61e4877190 Massive performance improvement on correctBlockNodeIds
correctBlockNodeIds does 2 lookups for each loaded node, one to translate DB ID to name and a second to translate name to real ID. Name to real ID is very consumming if done on every node. As mapblocks are in most cases composed of many identical adjacent nodes, cache previous source and destination id and use them on the next node to prevent any lookup on those maps.

This reduce the function load from 15% of my CPU usage to ~0.7%, on the test, calls was reduced from 2.5M lookups to 42k lookups, it's a huge performance gain
2017-07-27 07:56:48 +02:00
Loic Blot
bc1654feed
Noise::perlinMap2D,3D: replace a loop init with a single memset call 2017-07-27 00:24:14 +02:00
Loic Blot
c8faee4eda
Remove one unused variable in Server::Receive function 2017-07-27 00:16:20 +02:00
Loic Blot
9d412dd075
Remove unused Map::getDayNightDiff + fix one undefined variable in mapblock.cpp 2017-07-26 23:11:46 +02:00
Loïc Blot
3e50850260 TileLayer: use shared_ptr for FrameSpec vector (#6171)
* TileLayer: use shared_ptr for vector framespec
This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr)

Callgrind difference

Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png
After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png

* Fix one push_back to use vector::emplace_back & optimize inclusions
2017-07-26 20:12:48 +02:00
Loïc Blot
9a17b65f26 VoxelManip cleanups (const ref, const move) + function removal (#6169)
* VoxelManip cleanups (const ref, const move) permitting to improve a little bit performance

* VoxelArea: precalculate extent (performance enhancement)

This permits to reduce extend high cost to zero and drop many v3s16 object creation/removal to calculate extent
It rebalance the client thread update to updateFastFaceRow instead of MapBlockMesh generation
This will also benefits to mapgen
2017-07-26 07:35:09 +02:00
paramat
f61928d3fc Mgv7: Add 'mount_zero_level' parameter
Allows setting of the mountain 'zero level' (y where density gradient is zero).

It is easy to vertically shift smooth terrain by editing noise parameter 'offset',
but vertically shifting mountain terrain was complex and imprecise, involving
making a calculation based on an average of the mountain height parameter.
2017-07-26 02:41:30 +01:00
Loic Blot
31b84ce1f2
Move MapEditEventAreaIgnorer to emerge.cpp
It's only used in emerge threads and it's a local object, don't expose it to the whole Minetest
2017-07-25 08:47:52 +02:00
Paramat
4a4eba7a6c Network protocol: Document settable player collisionbox (#6168) 2017-07-25 07:32:44 +02:00
Ben Deutsch
c50a57c070 Clouds API: change speed from 'y' to 'z', ColorSpecs in Lua docs (#6164) 2017-07-24 18:04:00 +02:00
Loic Blot
befc3bba3d
LBM: use range based for and fixed a loop variable overloading in applyLBMs 2017-07-24 08:26:19 +02:00
paramat
dc9e4517a8 Mgv7: Add option to repeat surface biomes in floatlands 2017-07-22 00:56:55 +01:00
TeTpaAka
49920cfe8d Player collisionbox: Make settable
Breaks compatibility with old clients.
2017-07-21 02:03:22 +01:00
Lars Hofhansl
5045bdc6d8 In-cloud fog: Strengthen effect when small view range is used
Ensure in-cloud fog is always stronger than outside-of-cloud-fog even when
using a small view range.
Also limit in-cloud fog range to a maximum of 32 nodes to keep it fairly
strong when using a large view range.
2017-07-18 22:16:41 +01:00
paramat
5f37efbec4 Window size: use 1024x600 to avoid a smaller UI
The change from 800x600 to 1024x576 (16:9) was a reduction in height which caused
user interface to become smaller.
Continue to use width 1024 as it is a common small screen width.
2017-07-18 22:11:34 +01:00
Loïc Blot
79f19b8369 [CSM] Add flavour limits controlled by server (#5930)
* [CSM] Add flavour limits controlled by server

Server send flavour limits to client permitting to disable or limit some Lua calls

* Add limits for reading nodedefs and itemdefs

* flavour: Add lookup node limits

* Merge get_node_or_nil into get_node.

Sending fake node doesn't make sense in CSM, just return nil if node is not available for any reason

* Add node range customization when noderange flavour is enabled (default 8 nodes)

* Limit nodes range & disable chat message sending by default

* Bump protocol version
2017-07-18 21:39:55 +02:00
adrido
7e3cdf7088 Copy lua51.dll (luajit) to bindir (#6148) 2017-07-18 21:29:23 +02:00
Loic Blot
a8c405b04e
LBM content mapping map doesn't need to be ordered, use std::unordered_map
Also rename helper to lbm_map instead of container_map
2017-07-18 08:23:37 +02:00
Loic Blot
14a1a712de
Very little performance fix on correctBlockNodeIds
+ C++11 codestyle
2017-07-18 08:18:13 +02:00
paramat
5117ce4c90 Mgfractal: Improve spawning behaviour
Spawn player 1 node higher to avoid spawning waist-deep in a possible
biome 'dust' node, such as tundra snowblock.
Tune default offset to spawn players in a more interesting location on the
mandelbrot sets, on a raised area that looks like a spawn platform.
Tune julia parameters to help avoid spawn search failing, especially for
fractal 6.
2017-07-17 20:19:43 +01:00
number Zero
20936e1c3e Mesh generation: Fix performance regression caused by 'plantlike_rooted' PR
Regression caused by ef285b2815962a7a01791059ed984cb12fdba4dd
2017-07-17 20:13:53 +01:00
Paramat
d3d3638f48 Chat: Move chat text down to not overlap 3rd line of debug text (#6145) 2017-07-17 13:53:14 +02:00
Paramat
d4cc49e9a7 F5 debug display: Reformat and remove some information (#6125)
For consistency return to 'FPS =', add comma before FPS.
Remove 'R' from 'range_all' as may be re-keymapped.
Remove inconsistent brackets from 'range_all'.
Change 'v_range' to 'view_range'.
Add 'pos = ' before co-ordinates.
Add spaces around '=' in yaw display.
Remove brackets from around 'yaw' and 'seed'.
Move 'pointing_at' to 3rd line.
Remove 'param1' (0 for all solid nodes and unreadable for light sources due to
light bank encoding).
Remove file name of pointed node top tile (this also removes the need to get
ContentFeatures for the node, slightly improving performance).
Replace quotes around node data with brackets, looks better and more consistent.

Add 'guitext3' for third line.
Use 'setVisible' for all 3 lines to control the setting of each text rectangle.
Improve logic of 3rd line to only run code it needs to depending on whether
pointing data is avaialble and whether node is not 'ignore' and not 'unknown'.
2017-07-16 12:33:09 +02:00
Loïc Blot
7ddf67aa14 Chat protocol rewrite (#5117)
* New TOCLIENT_CHAT_MESSAGE packet

* Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat
* Handle TOCLIENT_CHAT_MESSAGE new structure client side
* Client chat queue should use a specific object
* SendChatMessage: use the right packet depending on protocol version (not complete yet)
* Add chatmessage(type) objects and handle them client side (partially)
* Use ChatMessage instead of std::wstring server side

* Update with timestamp support
2017-07-16 10:47:31 +02:00
kilbith
ecbc972ea6 Camera: Fix wieldmesh glitch after teleporting (#6138) 2017-07-15 20:15:36 +02:00
Loic Blot
84aa845911
Revert "CSM: Revert "[CSM] Add send_chat_message and run_server_chatcommand""
This reverts commit bdac12761cd92960c3df83c932aa610f2322215f.
2017-07-15 09:28:10 +02:00
paramat
fafa51202c Default window size: Increase to 1024x576, aspect ratio 16:9 2017-07-15 01:36:37 +01:00
rubenwardy
bdac12761c CSM: Revert "[CSM] Add send_chat_message and run_server_chatcommand"
Original PR: #5747.
This reverts commit 39f4a2f607d44738d60db84eba4b30e3d7450204.
2017-07-15 01:35:18 +01:00
SmallJoker
a5c37717ff Sneak: Stripped down version
Fix taking damage caused by sneaking over a nodebox gap.
Fix strange behaviour on stair nodeboxes.
Enable jumping from node edges while sneaking.
Enable movement around corners while sneaking on a 1-node-high groove in a wall.
2017-07-15 01:27:37 +01:00
Elijah Duffy
dc3ca09e0e Remove remaining modstore code (#6120) 2017-07-14 20:37:58 +02:00
adrido
32b68de65a Dont search for locale folders if gettext is disabled (#6133)
If gettext is disabled, it is defined as 0.
2017-07-14 17:31:18 +02:00
paramat
8299e4b67e Biomes/decorations/ores: Make relative to 'water_level' setting
Add 'biome_zero_level' argument to 'generateBiomes()', 'deco_zero_level'
argument to 'placeAllDecos()' and 'ore_zero_level' to 'placeAllOres()'
to allow mapgens to vertically shift the registered biomes, decorations
and ores per-mapchunk.
Will also allow many realm possibilities in future mapgens.
2017-07-11 01:14:24 +01:00
number Zero
ef285b2815 Add 'plantlike_rooted' drawtype
Useful for underwater plants.
Node consists of a base cube plus a plantlike extension that can pass through
liquid nodes above without creating air bubbles or interfering with liquid flow.
Uses paramtype2 'leveled', param2 defines height of plantlike extension.
2017-07-11 01:02:22 +01:00
vlapsley
f871852f13 Mapgen Carpathian: Add lava_depth parameter 2017-07-07 22:28:40 +01:00
Dániel Juhász
3caad3f3c9 Expose getPointedThing to Lua
This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
2017-07-07 22:28:23 +01:00
Vaughan Lapsley
a80ecbee1e Mapgen: Add Carpathian mapgen (#6015) 2017-07-06 13:53:56 +02:00
Ben Deutsch
6bedb6de40 Fog effect when camera is inside cloud
Fixes issue #3576

* Clouds now take camera position as 3D, not 2D

* Cloud grid filling extracted to gridFilled method

* Clouds detect whether camera is inside cloud

* Camera in cloud changes fog by overriding sky colors
  with cloud color

* Sun, moon and stars can be temporarily disabled
  with setBodiesVisible

* Disabling fog also disables all "inside cloud" behaviors
2017-07-05 15:39:49 +02:00
Vincent Glize
61a3de42fd Treegen: Fix s16 overflow warning (#6082) 2017-07-04 23:18:28 +02:00
Elijah Duffy
66c4108581 Main Menu: Allow copying directories from non-Minetest locations (#6095)
Allow `core.copy_dir` (main menu API) to copy directories from a
non-Minetest location. The check to disallow copying to non-Minetest
locations is retained.
2017-07-04 09:27:29 +02:00
kilbith
7c24889773 Camera: Arm inertia code cleanup (#6094) 2017-07-04 09:25:36 +02:00
Loic Blot
014a1a0805
Fix crash due to missing pointer validation
Fix #6092
2017-07-02 22:26:25 +02:00
Loïc Blot
94c294bfdc Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)
* Irrlicht cleanup: cleanup various object to use RenderingEngine

* CAO doesn't need scenemanager in addToScene
* Camera doesn't need VideoDriver pointer or SceneManager in constructor
* Hud doesn't need driver & scene manager in constructor
* Hud doesn't need scenemanager pointer
* Tile.h doesn't need IrrlichtDevice header (just SMaterial)
* WieldMeshSceneNode: only take scene, we always use scene root node as parent
2017-07-02 20:29:58 +02:00
Jean-Patrick Guerrero
51104d9cd4 Camera: Improve arm inertia 2017-07-02 13:34:03 +01:00
paramat
ab746b0704 Dungeons: Add setting to prevent projecting dungeons
Prevents dungeons generating into ignore nodes in ungenerated mapchunks,
which can occasionally result in a dungeon projecting from the terrain.
2017-07-02 13:33:21 +01:00
stujones11
c358004368 Include TILE_MATERIAL_OPAQUE in shaders header (#6086) 2017-07-01 18:01:07 +02:00
Vincent Glize
c772e0e18c C++11 cleanup inventorymanager (#6077)
* C++11 cleanup inventorymanager
2017-07-01 14:07:40 +02:00
stujones11
6e5588c8e1 Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'
Prevents normal drawtype nodes having transparency.
Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
2017-07-01 04:43:55 +01:00
red-001
f3ad75691a Create a filesystem abstraction layer for CSM and only allow accessing files that are scanned into it. (#5965)
* Load client-side mods into memory before executing them.

This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure.

* Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory.

* Fix the issues with backtrace

* fix most of the issues

* fix code style.

* add a comment
2017-06-30 20:14:39 +02:00
Paramat
2e53801fc0 Mapgen: Remove unnecessary 'this->' from constructors (#6069) 2017-06-30 15:32:35 +02:00
paramat
6d2833a887 Mgv7: Fix undefined 'float_mount_height'
Commit cad10ce3b747b721fd63784915e05f12bc488128 altered the parameter
'float_mount_height' but was missing the necessary line in the constructor
to get the altered value from 'params'.

Fixes 3D floatland terrain generating everywhere.
2017-06-28 11:48:17 +01:00
Jesse McDonald
85d7b18d85 Fix for empty key/value when reading item string with wear but no metadata (#6058) 2017-06-27 12:34:11 +02:00
adrido
d7343b6c93 Fix msvc annoyances (#5963)
* MSVC: Fix '/std:c++11' is not a valid compiler option

* MSVC/MINGW: Define 'WIN32_LEAN_AND_MEAN' for the whole project

In some obscure cases 'Windows.h" got includet before that definition, which leaded to compilation warnings+errors

* MSVC: '/arch:SSE' is only available for x86

* MSVC: Fix float conversation

* MSVC/MINGW: use winthreads on Windows

* MSVC: 'USE_CMAKE_CONFIG' might be already definied by CMake build system

* MSVC: Use all available cpu cores for compiling

* Add missing include ctime and use std::time_t
2017-06-27 11:54:40 +02:00
kilbith
48cd217e3b Fix arm inertia limit case 2017-06-27 11:26:37 +02:00
Loic Blot
53a6b5439e
Fix undefined behaviour in arm movement when dividing by zero 2017-06-26 23:22:42 +02:00
Loïc Blot
b3a36f7378 Isolate irrlicht references and use a singleton (#6041)
* Add Device3D class which will contain IrrlichtDevice interface

move getSupportedVideoDrivers to Device3D

Add Device3D singleton & use it in various places

Rename Device3D to Rendering engine & add helper functions to various device pointers

More singleton work

RenderingEngine owns draw_load_screen

move draw functions to RenderingEngine

Reduce IrrlichtDevice exposure and guienvironment

RenderingEngine: Expose get_timer_time() to remove device from guiEngine

Make irrlichtdevice & scene manager less exposed

* Code style fixes

* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine

Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly

* enum paralax => enum parallax
2017-06-26 20:11:17 +02:00
Loic Blot
a8650e785d
Fix Camera::add_arm_inertia -> addArmInertia 2017-06-26 20:10:11 +02:00
kilbith
1d1d922a7a Add Arm Inertia (#6050) 2017-06-26 20:03:48 +02:00
paramat
936d67dad4 Ores: Make 'absheight' flag non-functional
The 'absheight' flag was added years ago for the floatlands of 'indev'
mapgen (now deleted). The feature mirrored all ore placement around y = 0
to place ores in floatlands.

In MTG we now use dedicated ore registrations for floatlands.

The feature is crude, inflexible, problematic and very rarely used, it
also makes ore vertical range code more complex.
Minetest 0.5 is a good chance to remove the feature.

The flag itself remains to not break flag values.
2017-06-26 04:38:36 +01:00
Loic Blot
1237206d4b
Revert "Ores: Make 'absheight' flag non-functional"
This reverts commit 90ed6fc732ca667ca970b7c38d39c809e5c3553e.
2017-06-25 23:08:31 +02:00
SmallJoker
c08cc0533f Inventory: Fix wrong stack size behaviour and item loss (#6039)
Also fix itemFits and remove constness-nonsense
2017-06-25 11:39:39 +02:00
paramat
cad10ce3b7 Mgv7: Clean up divide-by-zero fix 2017-06-25 05:01:50 +01:00
paramat
90ed6fc732 Ores: Make 'absheight' flag non-functional
The 'absheight' flag was added years ago for the floatlands of 'indev'
mapgen (now deleted). The feature mirrored all ore placement around y = 0
to place ores in floatlands.

In MTG we now use dedicated ore registrations for floatlands.

The feature is crude, inflexible, problematic and very rarely used, it
also makes ore vertical range code more complex.
Minetest 0.5 is a good chance to remove the feature.

The flag itself remains to not break flag values.
2017-06-25 05:01:42 +01:00
Dániel Juhász
c2df1a0835 Emit liquid sound if the player walks in liquid (#6040) 2017-06-24 20:15:00 +02:00
Vincent Glize
9da5fb1583 C++11 cleanup on constructors guiEngine (#6036)
* C++11 cleanup on constructors guiEngine
2017-06-24 13:41:30 +02:00
Loic Blot
8a84e89922
Game::showOverlayMessage: securise function
Do wgettext call directly in the function instead of caller, as we destroy wstd inside it
2017-06-24 11:43:17 +02:00
paramat
34e8e0e5ce Mgv7: Avoid divide-by-zero errors
Some settings of paramters can cause mgv7 variables to be -inf, nan or -nan.
This can cause massive vertical columns of water to appear above sea level.
2017-06-24 01:48:29 +01:00
paramat
9a77397fbf Mgvalleys: Use existing 'lava_max_height' value in CavesRandomWalk
Now that lava depth in large caves is variable we can use the already
present 'lava_max_height' value to set the lava depth in them.
2017-06-24 01:48:20 +01:00
Wuzzy
08f57e1e38 Show param1 and param2 in debug screen (#6031)
* Show param1 and param2 in debug screen

* Add units and some formatting to debug screen

* Minor refactor of param1/param2 debug display
2017-06-23 13:31:01 +02:00
Loïc Blot
8dd548c0b4 LINT fix 2017-06-22 13:20:20 +02:00
red-001
8b9f40d12f Fix CSM crash caused by move to C++11. (#6027) 2017-06-22 13:18:58 +02:00
paramat
2652d8db19 CavesRandomWalk: Make 'lava_depth' a mapgen parameter
As with 'large_cave_depth', lava depth was previously a fixed y value and
therefore incompatible with the ability to shift terrain vertically.

Add 'lava_depth' mapgen parameter to mgflat, mgfractal, mgv5, mgv7.
2017-06-22 03:14:56 +01:00
Loïc Blot
1425c6def1 Cpp11 initializers: last src root changeset (#6022)
* Cpp11 initializers: last src root changeset

Finish to migrate all src root folder files to C++11 constructor initializers
2017-06-21 11:51:29 +02:00
Dániel Juhász
12aad731ad Fix render order of overlays (#6008)
* Fix render order of overlays

* Use C++11 loops

* Fix time_t
2017-06-21 10:47:31 +02:00
Vincent Glize
8daf5b5338 C++11 cleanup on constructors dir network (#6021)
* C++11 cleanup on constructors dir network
2017-06-21 08:28:57 +02:00
Vincent Glize
af3badf7a9 C++11 cleanup on constructors dir client (#6012)
* C++11 cleanup on constructors dir client
2017-06-21 08:04:45 +02:00
Ezhh
76074ad81a Fix console resize issue when maximising game window (#6023) 2017-06-21 07:50:57 +02:00
paramat
b8237099b2 Mgv5/v7/fractal: Add 'large_cave_depth' parameter to replace fixed value
The value cannot be fixed because we can shift terrain vertically.
This also makes these mapgens consistent with mgflat and mgvalleys which
have 'large_cave_depth' parameters.
2017-06-21 01:58:04 +01:00
Jesse McDonald
e6a9e6066a Inventory: Make addItem for empty ItemStacks respect max stack size
When adding items to an empty ItemStack, limit the number of items taken
based on the maximum stack size in the item description.
Likewise, when checking whether items will fit into an empty ItemStack,
only absorb as many items as are allowed in a single stack and return the rest.
2017-06-21 01:53:57 +01:00
Loïc Blot
16938adfc0 Merge cguittfont lib in irrlicht change folder. (#6016)
* Merge cguittfont lib in irrlicht change folder.

This remove hack and static lib for FreeType
2017-06-20 17:18:34 +02:00
Zeno-
318106223f Fix console not being properly resized after window size changed (#6020) 2017-06-20 12:36:58 +02:00
Dániel Juhász
0fcaf9fb1b Automatic item and node colorization (#5640)
* Automatic item and node colorization

Now nodes with a palette yield colored item stacks, and colored items
place colored nodes by default. The client predicts the colorization.

* Backwards compatibility

* Use nil

* Style fixes

* Fix code style

* Document changes
2017-06-20 11:19:56 +02:00
Loic Blot
b2977e7691
Fix 1 more warning reported by GCC
We don't write in correct buffer size in analyze_block
2017-06-20 00:19:29 +02:00
Loic Blot
b32f36bf34
Fix 2 warnings reported by GCC
* ClientEnvironment::m_irr is not used anymore since a recent cleanup
* l_vmanip constructor ordering
2017-06-20 00:04:18 +02:00
Vincent Glize
4a5e8ad343 C++11 cleanup on constructors (#6000)
* C++11 cleanup on constructors dir script
2017-06-19 23:54:58 +02:00
Loïc Blot
4a78949083 Remove IrrlichtDevice unused pointer from ClientActiveObject class & childs (#6010) 2017-06-19 16:49:34 +02:00
SmallJoker
6eb03c135f find_nodes_in_area: Extend maximal count to U32_MAX (#5277)
Extend documentation, limit area volume
Remove u16 count limitation

* Prevent integer overflow, replace minp/maxp with pos1/pos2
2017-06-19 16:30:26 +02:00
Loïc Blot
071736ba3f hud.h: add missing false default state on use_hotbar_selected_image 2017-06-19 15:41:33 +02:00
Loïc Blot
53acc32bee hud.cpp: fix wrong indent in drawItem 2017-06-19 15:20:30 +02:00
Loïc Blot
4dcc5985df Verify HudSetParams input when hotbar textures are set (#6013)
* Verify HudSetParams input when hotbar textures are set

This fix #6011
2017-06-19 14:10:30 +02:00
paramat
0c429bd164 Mgv7: Do not limit river generation if no floatlands
Previously, the carving of rivers was disabled above 'shadow_limit' even if
floatlands were disabled. This caused rivers to be unnecessarily disabled if
mapgen was customised to have surface level above y = 1024.
2017-06-19 02:20:14 +01:00
paramat
ea4d407082 Mgv7 spawn search: Cope with extreme custom terrain and biome 'dust'
Previously, maximum spawn level was set to 'water_level + 16'. This would result
in spawn search failing if terrain had been customised to be much higher than
'water_level' at all points.

Also raise spawn level by 1 node to avoid spawning half-buried in a biome 'dust'
node such as 'default:snowblock'.
2017-06-19 02:20:04 +01:00
Loic Blot
8f2e60a961
Client::makeScreenshot: remove device param
We already have the device param as class member
2017-06-19 00:00:55 +02:00
Loïc Blot
4faaadc8d5 Cpp11 patchset 11: continue working on constructor style migration (#6004) 2017-06-18 19:55:15 +02:00
Loïc Blot
8f7785771b Cpp11 initializers 2 (#5999)
* C++11 patchset 10: continue cleanup on constructors

* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)

* More classes cleanup

* More classes cleanup + change NULL tests to boolean tests
2017-06-17 19:11:28 +02:00
Loïc Blot
76be103a91 C++11 patchset 9: move hardcoded init parameters to class definitions (part 1) (#5984)
* C++11 patchset 9: move hardcoded init parameters to class definitions

C++11 introduced the possibility to define the default values directly in class definitions, do it on current code

Also remove some unused attributes

* CollisionInfo::bouncy
* collisionMoveResult::collides_xy
* collisionMoveResult::standing_on_unloaded
* Clouds::speed

* More constructor cleanups + some variables removal

* remove only write guiFormSpecMenu::m_old_tooltip
* move header included inside defintions in genericobject.h
* remove some unused since years exception classes
* remove unused & empty debug_stacks_init
* remove unused & empty content_nodemeta_serialize_legacy
* remove forgotten useless bool (bouncy) in collision.cpp code
2017-06-16 11:25:52 +02:00
Rui
49d6e5f4ab Fix deserialization of ItemDefinition (#5995) 2017-06-16 07:17:30 +02:00
paramat
212945c7a3 Mgv6 mudflow: Also check for 'ignore' nodes
Previously, when removing decorations we searched upwards and removed until we
found air or water. However, the node above the decoration can be 'ignore' if
a stacked decoration extends into the volume above the mapchunk. The result
could be a problematic column of air placed in the volume of 'ignore'. The
unnecessary placing of air also slows the function.

Add a check for 'ignore' nodes when removing decorations.
2017-06-16 02:17:25 +01:00
paramat
f55816f93a Mgv6 mudflow: Avoid partially removed stacked decorations
Recently we started to remove decorations if the dirt below was flowed away,
but this did not check for stacked decorations, causing them to have only
their lowest node removed.
Also, placed mud could partially bury stacked decorations.

Remove 'old_is_water' bool which on testing is never true.
Add new function 'moveMud()' to reduce indentation.
Remove stacked decoration nodes above a removed decoration.
Remove stacked decorations partially buried in placed mud.
2017-06-15 00:38:08 +01:00